Files
Yamato/Source/MyProject3/SpaceshipPawn.cpp
2025-02-15 21:30:02 +05:30

99 lines
3.2 KiB
C++

#include "SpaceshipPawn.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/StaticMeshComponent.h"
#include "SpaceshipProjectile.h"
ASpaceshipPawn::ASpaceshipPawn()
{
PrimaryActorTick.bCanEverTick = true;
// Create and setup the ship's mesh
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
RootComponent = ShipMesh;
// Create and setup the camera spring arm
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
CameraSpringArm->SetupAttachment(RootComponent);
CameraSpringArm->TargetArmLength = 400.0f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->CameraLagSpeed = 3.0f;
// Create and setup the camera
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
}
void ASpaceshipPawn::BeginPlay()
{
Super::BeginPlay();
}
void ASpaceshipPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!CurrentVelocity.IsZero())
{
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation);
}
}
void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ASpaceshipPawn::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ASpaceshipPawn::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &ASpaceshipPawn::Turn);
PlayerInputComponent->BindAxis("LookUp", this, &ASpaceshipPawn::LookUp);
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ASpaceshipPawn::Fire);
}
void ASpaceshipPawn::MoveForward(float Value)
{
CurrentVelocity.X = FMath::Clamp(Value, -1.0f, 1.0f) * MovementSpeed;
}
void ASpaceshipPawn::MoveRight(float Value)
{
CurrentVelocity.Y = FMath::Clamp(Value, -1.0f, 1.0f) * MovementSpeed;
}
void ASpaceshipPawn::Turn(float Value)
{
AddActorLocalRotation(FRotator(0.0f, Value * RotationSpeed * GetWorld()->GetDeltaSeconds(), 0.0f));
}
void ASpaceshipPawn::LookUp(float Value)
{
float NewPitch = CameraSpringArm->GetRelativeRotation().Pitch + Value * RotationSpeed * GetWorld()->GetDeltaSeconds();
NewPitch = FMath::Clamp(NewPitch, -80.0f, 80.0f);
CameraSpringArm->SetRelativeRotation(FRotator(NewPitch, 0.0f, 0.0f));
}
void ASpaceshipPawn::Fire()
{
UWorld* World = GetWorld();
if (World)
{
FVector SpawnLocation = ShipMesh->GetSocketLocation(TEXT("ProjectileSpawn"));
if (SpawnLocation == FVector::ZeroVector)
{
SpawnLocation = GetActorLocation() + (GetActorForwardVector() * 100.0f);
}
FRotator SpawnRotation = GetActorRotation();
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
ASpaceshipProjectile::StaticClass(),
SpawnLocation,
SpawnRotation,
SpawnParams
);
}
}